GreatEmerald... I'm speechless.
Opinion based argument is flawed by default. And btw bricks have no feelings.
It's not "just massacre" in UT. You need battle awareness, map control and brain in your head to succeed.
Don't tell me you call shock-shock-shock-sniper combo "thinking". With this kind of "balanced weapon damage" weapons just lost their unique feel. Bio rifle lost its ambush style gameplay with it's ultra-damaging but slow projectile. Mini and pulse have no lockdown anymore (not to mention that link gun is pure joke due to laughable damage output). Lightning gun is one step closer to shock now.
All in all it leads to more bland gameplay with less variety and tactics.
o.0
... I'm shocked.
It looks like we're talking about different games. UT2k4, are you sure? Everything's bigger in original UT actually. In UT2k4 due to the rapid movement, you won't find yourself close to the enemy so you can see him as "big" very often. For the most part you will see your enemy as a small figure moving slowly moving across your screen...
Once again, we encounter opinion-based argument. Btw that's not demoscene, I don't care how wonderful emitter work is, all I care is the looks and the feel I got from it.
That's designers fault, not the game itself actually. Not to mention that UT had pretty impressive maps. Architecture and lightning were used to give each part of the level it unique looks. Maxed saturation doesn't make colours look any better and UT2k4 looks like it wants to burn my eyes for the most part.
It looks like you don't know what you're talking about when speaking about pulse. Yeh, it was powerful, really powerful. But it's no reason to make it unusable in the next game. Btw, beam length is always the same. It's the speed of its growth, and damage that were affected by tickrate.
Ok, now a bit of sarcasm.
So, Flack was overpowered, pulse was overpowered.. What about sniper rifle then? Highest damage per second in game, as far as I remember. Minigun is way too powerful too, and RL is not all that bad at medium to close range, shock is powerful and versatile and bio is almost pure cheat! It can kill anything in 1 hit, you know?
Ok, now I'll turn my sarcasm off.
Don't you think that pattern is pretty obvious here? Almost every weapon is powerful in its own way and has its uses. High damage output leads to intense gameplay with focus on map control and mindagames.
Yeh, but it is limited severely by double jumps, double dodges and stuff like that. When player is able to move so fast, small map won't be fast-paced. It will be cramped. And if the map is big... well... you got lice-like players running around the kitchen once again.
Oh, sry, but somehow I felt like going on a rant-spree, sorry ^^
I'm not saying that brick feels like me, I mean that I feel as heavy and immobile as bricks are.
In UT2004, you need more battle awareness, a lot more brain and tactics to succeed.
Well, not everyone use shocks and snipers. Personally, I never use them as I can't get to aim at that shock core :\ And snipers are slow, still better as you then know where is that sniper, it can't hide in the shadows. Lockdown was stupid and not intended to be. I mean, try playing SpaceNoxx online, you'll simply get shot to space the second you spawn.
With saying "big" I mean the actual editor scale. Try copying a map from UT to UT2004 or at least UT2003 and you'll see that you are a lot bigger than you were in UT1.
For me, looks are important. For the "feel", you need to be ready to survive in any situations, you can't usually choose the maps in a server you know. And for me all Unreals feel good. I mean, you just need to get used to it.
UT1 had pretty impressive maps? What, 80% of the out-of-the-box game is this strange industrial style, where almost all the maps look the same. And I always prefer saturation, when I make maps I always put lights with huge saturation settings to add to the theme.
Sure, The Link can be more powerful, but they made it so it would be less of a weapon and more of a tool. It's primary function is to heal vehicles and nodes, and as in UT2003 - to link with teammates to get the same power as you have with the Pulse. Of course, the Pulse was my favourite weapon in UT1, but that's because it could rip people in seconds. And unfortunately all kills look the same, no ragdoll physics, and enemies don't turn into skeletons when they are affected with radiation.
The sniper rifle? Well, I think it's too fast. I remember that it was my favourite weapon when playing on lower difficulty weapons as it's very easy to headshot. Actually, I've noticed a strange phenomenon there, if you zoom in, chances that you will headshot someone are less than when you are not zoomed in. Strange. In UT2004 you must be lucky or skilled to get that nice announcement of "Headshot!". Minigun? It's more powerful than the minigun in U1, but it's not mainly too powerful. Just that the lockdown there usually means overpoweredness, and of course, the server's tickrate changes the minigun's firespeed. Shock is the same as in UT2004, you know, everyone keeps doing combos. Same with the biorifle, they're both very powerful, just that the UT2004 one can be used as a medium range weapon too. But I don't like how the projectiles in UT2004 look, too watery, and somehow heavier than water.
Well, I'm not the one that like just fragging. Really. For me, the maps shouldn't be made just for a good frag fest. The visuals are very important, when walking in BR-Serenity you shouldn't just look for the enemies, but you should look at the skybox, the hills, the fire emitters and everything else that makes the map realistic, non-cubic, and still has places that are harder to reach, so you could make full use of double jumps, dodge jumps, shield jumps and walldodges. I'm quite with Hyper.nl here, a game shouldn't be just the frags, it should be more of the engine.